Welcome back.
Let me show you something really cool.
Let's go into assets effects combat and open up ground summon.
Check out this.
This is a nice little effect that I'd like to play on the ground just before summoning some creatures.
So in this video, I'm going to go about making that happen.
So let's go back into blueprints, ability system, enemy abilities and summon ability.
And I'd like to do that now.
I want to show those summon particle effects for each of my spawn locations before drawing the debug
spheres.
These purple magenta debug spheres are representative of spawning.
Right?
So before spawning, I want to show a little bit beforehand where those spawn locations are.
This is something you see with bosses a lot where showing where those things are going to spawn in first.
So that's what I'm going to do.
And for that I am going to use a loop.
I'm going to get event on and ability out of my way and we're going to take this spawn locations array.
We're going to use a for each loop and for each of these.
Locations.
I want to spawn a particle effect.
So in the loop body, we're going to spawn system at location.
And the system.
I'm going to search for, summon and use ground summon and the location will be at the array element
and that's it.
And once this is all completed, then we can move on to the actual spawning, which is what this is
representative of.
So this will all go in the completed and we can even do a bit of a delay before we actually do the spawning.
So I'd like to delay by, oh, about a second and a half, maybe two seconds before actually spawning.
So now we're going to have some foreshadowing particles that will show us exactly where those enemies
will be spawned.
Let's see how that looks.
There they are.
And then there are those spawn locations.
Now, if you want, you can either lower that delay, maybe one second is better.
And if you really want to also you can tweak this summon Niagara system so that it lasts longer as well.
You can go to initialize particle and choose to have a longer lifetime.
Lifetime min is 0.5.
You can increase that to one increase lifetime max to 2.5.
That will give you a longer spawn time.
And in that case, maybe 1.5 seconds is appropriate.
Let's see how it looks.
And it's a little hard because, you know, we're getting that ability activated quite rapidly.
I'm going to run away right away and just see what it looks like.
I'm going to probably keep it how it was a minimum lifetime of 0.5 maximum.
I think it was two seconds and I'm going to take my summon delay and put that down to about a second.
Let's see how that looks.
I want to see it only happen once.
There we go.
And I think that's pretty good.
In fact, maybe even 0.75 seconds.
Yeah, that looks pretty good.
Cool.
So now we have a bit of a foreshadowing particle effect that will show us where those spawn locations
are before the enemies spawn in.
And then shortly after, we're going to spawn those enemies in and spawning them will be right here.
It'll take place of draw debug sphere.
So that's next.
We need a way to spawn enemies.
Now we do have in our class defaults a minion classes array and this is an array of pawns.
So what we can do is fill that in with the pawns that we want to spawn.
And every time we spawn, I'd like to select from this array at random.
So in the next video, we're going to make a nice algorithm to select one of these minion classes at
random and spawn it in at the correct location.
Great job.
I'll see you soon.